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IStandaloneInputModuleMethods

Trait IStandaloneInputModuleMethods 

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pub trait IStandaloneInputModuleMethods: IStandaloneInputModule {
Show 37 methods // Provided methods fn ctor(self) { ... } fn get_input_mode(self) -> StandaloneInputModule_InputMode { ... } fn get_allow_activation_on_mobile_device(self) -> bool { ... } fn set_allow_activation_on_mobile_device(self, value: impl Into<bool>) { ... } fn get_force_module_active(self) -> bool { ... } fn set_force_module_active(self, value: impl Into<bool>) { ... } fn get_input_actions_per_second(self) -> f32 { ... } fn set_input_actions_per_second(self, value: impl Into<f32>) { ... } fn get_repeat_delay(self) -> f32 { ... } fn set_repeat_delay(self, value: impl Into<f32>) { ... } fn get_horizontal_axis(self) -> Il2CppString { ... } fn set_horizontal_axis(self, value: impl Into<Il2CppString>) { ... } fn get_vertical_axis(self) -> Il2CppString { ... } fn set_vertical_axis(self, value: impl Into<Il2CppString>) { ... } fn get_submit_button(self) -> Il2CppString { ... } fn set_submit_button(self, value: impl Into<Il2CppString>) { ... } fn get_cancel_button(self) -> Il2CppString { ... } fn set_cancel_button(self, value: impl Into<Il2CppString>) { ... } fn should_ignore_events_on_no_focus(self) -> bool { ... } fn update_module(self) { ... } fn release_mouse( self, pointer_event: impl Into<PointerEventData>, current_over_go: impl Into<GameObject>, ) { ... } fn is_module_supported(self) -> bool { ... } fn should_activate_module(self) -> bool { ... } fn activate_module(self) { ... } fn deactivate_module(self) { ... } fn process(self) { ... } fn process_touch_events(self) -> bool { ... } fn process_touch_press( self, pointer_event: impl Into<PointerEventData>, pressed: impl Into<bool>, released: impl Into<bool>, ) { ... } fn send_submit_event_to_selected_object(self) -> bool { ... } fn get_raw_move_vector(self) -> Vector2 { ... } fn send_move_event_to_selected_object(self) -> bool { ... } fn process_mouse_event(self) { ... } fn force_auto_select(self) -> bool { ... } fn process_mouse_event_2(self, id: impl Into<i32>) { ... } fn send_update_event_to_selected_object(self) -> bool { ... } fn process_mouse_press( self, data: impl Into<PointerInputModule_MouseButtonEventData>, ) { ... } fn get_current_focused_game_object(self) -> GameObject { ... }
}

Provided Methods§

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fn ctor(self)

.ctor() overload

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fn get_input_mode(self) -> StandaloneInputModule_InputMode

get_inputMode() overload

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fn get_allow_activation_on_mobile_device(self) -> bool

get_allowActivationOnMobileDevice() overload

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fn set_allow_activation_on_mobile_device(self, value: impl Into<bool>)

set_allowActivationOnMobileDevice(bool) overload

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fn get_force_module_active(self) -> bool

get_forceModuleActive() overload

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fn set_force_module_active(self, value: impl Into<bool>)

set_forceModuleActive(bool) overload

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fn get_input_actions_per_second(self) -> f32

get_inputActionsPerSecond() overload

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fn set_input_actions_per_second(self, value: impl Into<f32>)

set_inputActionsPerSecond(f32) overload

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fn get_repeat_delay(self) -> f32

get_repeatDelay() overload

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fn set_repeat_delay(self, value: impl Into<f32>)

set_repeatDelay(f32) overload

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fn get_horizontal_axis(self) -> Il2CppString

get_horizontalAxis() overload

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fn set_horizontal_axis(self, value: impl Into<Il2CppString>)

set_horizontalAxis(::unity::Il2CppString) overload

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fn get_vertical_axis(self) -> Il2CppString

get_verticalAxis() overload

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fn set_vertical_axis(self, value: impl Into<Il2CppString>)

set_verticalAxis(::unity::Il2CppString) overload

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fn get_submit_button(self) -> Il2CppString

get_submitButton() overload

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fn set_submit_button(self, value: impl Into<Il2CppString>)

set_submitButton(::unity::Il2CppString) overload

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fn get_cancel_button(self) -> Il2CppString

get_cancelButton() overload

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fn set_cancel_button(self, value: impl Into<Il2CppString>)

set_cancelButton(::unity::Il2CppString) overload

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fn should_ignore_events_on_no_focus(self) -> bool

ShouldIgnoreEventsOnNoFocus() overload

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fn update_module(self)

UpdateModule() overload

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fn release_mouse( self, pointer_event: impl Into<PointerEventData>, current_over_go: impl Into<GameObject>, )

ReleaseMouse(crate::unity_engine::event_systems::pointereventdata::PointerEventData, crate::unity_engine::gameobject::GameObject) overload

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fn is_module_supported(self) -> bool

IsModuleSupported() overload

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fn should_activate_module(self) -> bool

ShouldActivateModule() overload

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fn activate_module(self)

ActivateModule() overload

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fn deactivate_module(self)

DeactivateModule() overload

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fn process(self)

Process() overload

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fn process_touch_events(self) -> bool

ProcessTouchEvents() overload

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fn process_touch_press( self, pointer_event: impl Into<PointerEventData>, pressed: impl Into<bool>, released: impl Into<bool>, )

ProcessTouchPress(crate::unity_engine::event_systems::pointereventdata::PointerEventData, bool, bool) overload

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fn send_submit_event_to_selected_object(self) -> bool

SendSubmitEventToSelectedObject() overload

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fn get_raw_move_vector(self) -> Vector2

GetRawMoveVector() overload

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fn send_move_event_to_selected_object(self) -> bool

SendMoveEventToSelectedObject() overload

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fn process_mouse_event(self)

ProcessMouseEvent() overload

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fn force_auto_select(self) -> bool

ForceAutoSelect() overload

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fn process_mouse_event_2(self, id: impl Into<i32>)

ProcessMouseEvent(i32) overload

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fn send_update_event_to_selected_object(self) -> bool

SendUpdateEventToSelectedObject() overload

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fn process_mouse_press( self, data: impl Into<PointerInputModule_MouseButtonEventData>, )

ProcessMousePress(crate::unity_engine::event_systems::pointerinputmodule::PointerInputModule_MouseButtonEventData) overload

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fn get_current_focused_game_object(self) -> GameObject

GetCurrentFocusedGameObject() overload

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§

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impl<__T: IStandaloneInputModule> IStandaloneInputModuleMethods for __T

Available on crate feature unity_engine-event_systems-standaloneinputmodule only.